AI signal cannot be received by trigger in multiplayer-game scenario

Game Version:Age of Empires II: Definitive Edition

  • Build: (101.101.35584.0 4714640)
  • Platform:Steam
  • Operating System:(Windows 10 or Windows 7)
  • Gamertag:(NeroXClaudius)

Issue:

Triggers cannot receive AI signals in multiplayer custom scenarios, while it does work if the scenartio is played in single player mode.

Reproduction Steps:

Here’s how to reproduce the problem:

  1. Create an AI for test, write the following rule in it :
    (defrule
    (true)
    =>
    (set-signal 1)
    (disable-self)
    )

  2. Create a scenario, set players count to 3, player1 and player2 are humans player, attach the testing AI to Player3,

  3. create 2 new triggers:
    Trigger 0 : (defaut settings)
    Condition : 2 seconds to wait for AI’s signal
    Condition to receive the Signal-#01
    Effect : “Received signal-#01.”
    Effect : Deactivate Trigger 1

Trigger 1 : (defaut settings)
Condition : 2 seconds to wait for AI’s signal
Effect : “Have not recerved.”

  1. Test in Editor test, it will display “Received signal-#01.”

  2. Test in single-player game, select the testing scenario, set player2 to none AI, set player3 to testing AI.
    It will display “Received signal-#01.”

  3. Test in multiplayer game, player1 and player2 are humans, player3 is testing AI.
    It will display “Have not recerved.”

ATTACHMENTS:

:heavy_check_mark: (ATTACH A SCREENSHOT IF YOU ARE ABLE!)
:heavy_check_mark: (BONUS: ATTACH A VIDEO OF THE PROBLEM HAPPENING)
:heavy_check_mark: (ATTACH YOUR DXDIAG IF YOU ARE ENCOUNTERING A TECHNICAL ISSUE)
:heavy_check_mark: (ATTACH ANY CRASH/GAME LOGS [IF RELEVANT])
@DodoNotDoDo

1 Like

We have beed troubled by this BUG for a long time. Our multiplayer-game scenario project has been into stagnation.

It’s very nessesary to use AI signals to exchange information between AI and Trigger when making a multiplayer-game scenario.

And it does take effect when in single-player game, but only loses efficacy in multiplayer-game scenario…

We really hope this issue could be fixed as soon! Thanks! :laughing:

1 Like

原来有这么多的中国玩家 :smiley:幸会幸会

1 Like

Any official staff here? I cannot go on making my senartio any more!

1 Like

For anyone having this issue, there is a bit of a workaround you can use. Instead of using an AI Signal condition, you could use an Accumulate Attribute condition. Then in an AI script, instead of using an AI Signal, you can add a resource.

; Signals the AI Signal Value 0.
(defrule
  (true)
  =>
  (set-signal 0)
  (disable-self)
)

; Tributes 2197 stone to the AI in lieu of an AI Signal.
(defrule
  (true)
  =>
  (cc-add-resource stone 2197)
  (disable-self)
)

If you tribute one of the 4 main resource (i.e. wood, food, gold, stone), then you can use Ctrl+Shift+F[1-9] to swap to that player and check that the resources are set correctly. Just note you may want to use an unused resource, in case the AI needs to use a resource during the scenario.

Hopefully, though, this issue does get fixed.

1 Like

Can this be fixed? The workaround above does not work for AI that collects resources.

1 Like

Since this thread shows up in google search first and it took me a while to find out I am answering my own question.
Since the anniversary update it is possible to do this without workarounds via the Multiplayer AI Signal condition. However in the ai script you need to use the fe-set-signal action instead.
eg:

(fe-set-signal c: 20 c: 1)

where the first param is the signal id, and the 2nd one is enable (1)/disable (0) flag
Strangely this action + condition works in both multiplayer and singleplayer

2 Likes

Thank you for your reply, but due to many reasons, we have given up the production of this scene, and the AI ​​producer no longer playing Age of Empires 2. But thank you very much for letting me know the solution to this problem.
Today I returned to the MOD production of Age of Empires 2, lol.

Four years.